Level Select#
The game takes you to the level select right after the splash screen. Any level listed can be played, although some of them are more stable than others. This also lets you toggle the game's planned intro animation and (very unfinished) title screen as well as choose between different language options.
Levels#
While not outright confirmed, many levels share characteristics with each other that makes it possible to group them together into different development phases that this game went through. Because of that, mechanics tend to be consistent within those groups of levels.
Early Models#
Fon#
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Early |
Final |
|---|---|
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Preload/Fon.pak contains a model of the playable character, Fon, from an earlier point in development. Also included are different flowers that can be affixed to her hair, possibly as part of a removed gameplay mechanic.
Before being packaged into asset packs, the files for this version of Fon were stored in characters/player/fon, while the redesigned character was in characters/player/fon2.





Tos#
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Early |
Final |
|---|---|
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Worlds/Snowspring Valley/ForlornHill_01.pak contains an early model for the Warden Tos, which is used for a cutscene. His appearance more closely matches the early icons, and he has optional meshes for the same flowers that can adorn Fon's hair.
Bunrel#
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Unused |
Used |
|---|---|
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The critter "Bunrel" has multiple alternate skins, all of which are of considerably higher quality than that of the used model.
Early Textures#
UI/HUD_PrimaryScreen_Style_Final.pak contains many unused assets. While this asset pack is labelled "Final," the used assets are actually in UI/UIPak.pak.
The "PrimaryScreen" specifier may be in reference to the Wii U version of the game.
Wii U Buttons#
Buttons for a Wii Remote, Nunchuk, and Wii U Pro Controller.
Warden Icons#
A set of icons for the four Wardens, using earlier designs that differ from the in-game models.
Unused Sounds#
Fon.pak contains placeholder sound clips for various interactions Fon could have related to Slam and heavy objects.
YpressNoWardenContext1stAttempt
YpressNoWardenContextNextAttempt
YpressWardenUnmountedContext
YpressWardenCloseUnmountedNoContext
YPressNoWardenNoContext
Oddities#
Donkey Kong Country: Tropical Freeze / Metroid Prime 3 Leftovers#
Several generic visual effects have been recycled from Retro Studios' previous games. Here are filenames for just a few:
D:\CookRep\RS11-Main\NX\effects/!RS10/effects/textures/Glow04alpha.TextureResource.ctex
D:\CookRep\RS11-Main\NX\effects/!RS10/effects/textures/recycled/Litebolt01.TextureResource.ctex
D:\CookRep\RS11-Main\NX\effects/!RS10/effects/textures/recycled/Glow11b.TextureResource.ctex
D:\CookRep\RS11-Main\NX\effects/!RS10/effects/textures/Glow2.TextureResource.ctex
D:\CookRep\RS11-Main\NX\effects/!RS10/effects/textures/JuiceFroth02BW_anim01.TextureResource.ctex
D:\CookRep\RS11-Main\NX\effects/!RS10/effects/textures/Accents/ACCENT_WindCirclePal_02.TextureResource.ctex
While they are typically referred to as files from "RS10," that game's codename, there are occasional specific references to Donkey Kong Country characters:
D:\CookRep\RS11-Main\NX\effects/!RS10/characters/Player/Donkey_Kong/effects/Material_FX/Frozen/textures/Snow_Chunks_02_01.TextureResource.ctex
D:\CookRep\RS11-Main\NX\Audio/Experiments/Player2/Weapon/Cranky_Cane_Sand_Run_1.AudioSampleResource.csmp
As well, enemies use some recycled audio assets from Metroid Prime 3: Corruption, particularly from Reptilicus for the giant enemies:
D:\CookRep\RS11-Main\NX\Audio/Experiments/Enemies/Roblin_Hammer/Metroid_Phazon_Arc_Zap_2.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/Experiments/Enemies/Roblin_Hammer/Samus_Novacharge_LP.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/BopGun/Enemy/Nogalite_Giant/Giant_Layers/Reptilicus_Breath_Light_3.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/BopGun/Enemy/Nogalite_Giant/Giant_Layers/Reptilicus_Breath_Light_2.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/BopGun/Enemy/Nogalite_Giant/Giant_Layers/Reptilicus_Breath_Light_1.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/BopGun/Enemy/Nogalite_Giant/Giant_Layers/Reptilicus_whip_1.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/BopGun/Enemy/Nogalite_Giant/Giant_Layers/Reptilicus_whip_1_2.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/BopGun/Enemy/Nogalite_Giant/Giant_Layers/Reptilicus_whip_2.AudioSampleResource.csmp
D:\CookRep\RS11-Main\NX\Audio/BopGun/Enemy/Nogalite_Giant/Giant_Layers/Reptilicus_whip_2_2.AudioSampleResource.csmp
After doing some digging it has been discovered that (!RS11) Harmony's backend source code is a fork of (!RS10) Donkey Kong Country Tropical Freeze and is strikingly similar to that of the 2002 release of Metroid Prime.
The reason it uses these assets is that they were leftover placeholders put there by the developers intentionally to speed up development time.
Most of the game's codebase file structure is actually left over in the aforementioned debug messages that appear on-screen.
Retro Choir#
Most voice samples contain a name, presumably of a staff member that voiced them. The singing animal critters contain names that christen them the "Retro Choir":
Retro_Choir_03_Test_OneRhythm - FROG (Scott)
Retro_Choir_03_Test_OneRhythm - HEDGEHOG (Raph)
Retro_Choir_03_Test_OneRhythm - BIRD (Jess)
Retro_Choir_03_Test_OneRhythm - TURTLE (Paul)
Retro_Choir_03_Test_OneRhythm - BUNREL (K12)
(Source: Harmony Research Server)
